They
say people never change, but the same certainly cannot be
said about technology. Not too long ago, I cringed at the
idea of video games. In my eyes, video games were the driving
force for a sedentary lifestyle. They kept children cooped
up in the house for hours on end. Precious time that could
have been spent being active was wasted away starring at a
screen, while the only physical upside they might've gained
would be an advantage in a thumb war. This is no longer the
case.
Recently, I have become intrigued with the idea of motion-control
gaming. Motion-control gaming is becoming more and more
popular because it makes moving fun. The audience is engaged
in physical activity, which allows them to become part of
the game; not just part of their sofa. A simple tap of a button
no longer produces the actions for you. Instead the movement
of your body does. Here we'll look at the three major consoles;
the Nintendo
Wii, the PlayStation
Move, and the Xbox
Kinect, and some great games to think about in Physical
Education.
Nintendo Wii
In 2006, Nintendo offered a new way of gaming in the form
of the Nintendo
Wii. The Wii featured a less traditional controller in
the sense that it allowed you to play games in which you could
move around. Wii Sports gave gamers the opportunity to use
their Wii remote as a tennis racket, baseball bat, golf club,
bowling ball, and as boxing gloves. The movements are picked
up by an accelerometer while an IR (infrared) sensor monitors
the positioning of lights produced by the sensor bar.
At last, a video game console that could be deemed beneficial.
Since its release, Nintendo has created the MotionPlus
add-on to increase the accuracy of the gamer's movements.
Although the Wii does not offer high-definition graphics,
it carries all the capabilities to getting an entire Physical
Education class excited about moving.
PlayStation Move
In 2010, PlayStation
released the add-on peripheral called the
Move. The Move connects to the game via Bluetooth and
is very similar to the Wii, but offers a more accurate reading
of movement. Gamers hold onto the "wand" controller
and perform their movements which will be projected onto their
screen. Although the PlayStation Move features high-definition
picture quality and probably the most accurate read out of
movement, its downfall is that in order for multiple gamers
to play you must have multiple wands.
Xbox Kinect
Following the PlayStation Move, Microsoft released its own
add-on peripheral called the Xbox
Kinect. The Kinect is unique in the sense that there is
no controller required whatsoever. Awesome! With voice and
motion control, the Kinect takes away all the shortcuts of
a handheld controller. Like the Move, the Kinect is very accurate
itself, picking up the slightest movements. Also, it allows
for gamers to jump in and out of game play very easily. The
Kinect’s only downfall is the need for space.
Games
The great thing about motion-control gaming is the ability
to incorporate it into a Physical Education class. The term
"exergaming" is now used to describe video games
in which the gamer is exercising. Such games include, but
are not limited to, the Zumba
Fitness collection, Wii
Fit, and the Just
Dance collection.
Zumba Fitness: The Zumba
Fitness collection is made to work with the Nintendo Wii,
PlayStation Move, and the Xbox Kinect which gives you flexibility
with whichever brand you decide on. Zumba
Fitness has some great features to offer, making it a
must have. This includes 42 routines and songs, a calorie-counter
that tracks your fitness goals, and the ability to locate
Zumba classes near you. Another great addition to the game
is that it includes a free seven-day pass to try a live Zumba
class near you.
Wii Fit: The Wii
Fit is a great game to use for exergaming. It allows you
to identify your level of balance and how to improve it. It
also offers a Body Test in which your balance, body control,
and body mass index are measured, and allows you to chart
your data to compare it to previous workouts and to set goals.
The six training modes (Yoga, Strength Training, Balance Games,
Aerobics, Training Plus, and My Wii Fit Plus) offer over 60
exercises to improve fitness. The only downfall is that the
Wii Fit can only be used with the Nintendo Wii, not the PlayStation
Move or the Xbox Kinect.
Just Dance: The latest of the collection,
Just
Dance 3, is a great game to get the audience moving. Although
it does not offer data tracking to achieve goals like the
previous two games, it is still a lot of fun to play. Just
Dance 3 offers 49 songs and dances with some of the latest
music out, and is compatible with the Nintendo Wii, PlayStation
Move, and the Xbox Kinect. You may think about using Just
Dance as an intro to the previous two games, possibly with
pulse/heart rate monitors (or i-devices that include pulse/heart
rate monitors, pedometers, etc.). Then you can introduce the
other games later due to their more advanced capabilities
with data and goal tracking, which is great for Physical Education.
Alternatives
Due to the cost of these consoles, add-ons, and games, purchasing
these items may be a long shot for your program. But do you
need to spend an arm and a leg to get the same effect? Because
the students in my school love to dance, I did some searching
and found that I could stream most of the songs from the game
Just Dance right from YouTube. This was like a dream
come true, and worked like a charm! Although I displayed the
video on a Smart Board, the same can be done with any computer
with internet access and a projector. The best part about
this was the cost, free! Although you don't get the same effect
as you would get using a Wii, Move, or Kinect (movements were
never truly picked up), students will love following the avatar
on the screen and everyone will be sweating by the end of
class. Guaranteed.
Resources: Here are some of the kids’ favorite Just
Dance 3 videos for you to use from YouTube:
(Kids' Favorite)
Land of 1000 Dances (Teachers' Favorite
- All the teachers at RMS Dance to this one)
AUTHOR BIO:
My Name is David Lazicki. I've recently earned my BS in Physical
Education from Eastern Connecticut State University. While
completing my student teaching with Scott Tomassetti, I learned
many new ways to use technology in Physical Education. I am
excited and eager to take these experiences and implement
them into my own classroom someday.